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Delayed blast fireball and gloves of storing.
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<blockquote data-quote="Gaiden" data-source="post: 140572" data-attributes="member: 103"><p>The description in the gloves clearly states that items stored in those gloves enter stasis. The torch example only further clarifies that anything inside the glove is in temporal stasis - i.e. paused.</p><p></p><p>The only problem so many people have is that this ability seems to be very powerful. Therefore, somehow they decide that what is clearly stated is obscure.</p><p></p><p>There is the obvious solution of making a HOUSE RULE that the gloves function differently than what is stated in the DMG. There is also the option of increasing the cost and XP for the item. However, having both DMed and played with similar examples (rhino hide, glove of storing, etc.) I think the best option is to let the rules stand.</p><p></p><p>For one thing both enemies and allies should have access to these powerful items. But more importantly, there is no reason why a good DM would not try and make a controlled market for these especially powerful items. This would mean that gloves of storing, rhino hide, and all other very powerful magical items are extremely hard to find and are tightly controlled. </p><p></p><p>One of my DMs does this for the entire school of divination magic. The elves control all divination and divining magical items. Thus if anyone delves into that realm that person mysteriously disappears, or suddenly goes insane, or some other such business. So, if you are of the opinion that any specific item is too powerful, incorporate that into the game, rather than making out of game rulings. If you think the gloves are too powerful, then have a group of clerics who all wear these gloves and kidnap, kill, (whatever) anyone else who finds one. And if the PCs should try and actually make one, then a whole campaign has opened up where the clerics are after them. Along these same lines, you could also require a research requirement for all magical items. According to the above example, if the PCs wanted to make the glove, they have to somehow get the (much coveted) information from the group of clerics. </p><p></p><p>When you think about this, everything balances out because now that the PCs have a the glove, they are fighting people who also have the glove - playing field is even.</p><p></p><p>Guess the moral is, from my experience, players hate it when the DM says you can't do this with the qualification that what they can't do is clearly defined in the rules, and it is just that the DM thinks that the rules allow the PCs to be too powerful. I find that it is much batter just to compensate for the shift in power in game terms - (and that doesn't mean then screwing over the PCs).</p></blockquote><p></p>
[QUOTE="Gaiden, post: 140572, member: 103"] The description in the gloves clearly states that items stored in those gloves enter stasis. The torch example only further clarifies that anything inside the glove is in temporal stasis - i.e. paused. The only problem so many people have is that this ability seems to be very powerful. Therefore, somehow they decide that what is clearly stated is obscure. There is the obvious solution of making a HOUSE RULE that the gloves function differently than what is stated in the DMG. There is also the option of increasing the cost and XP for the item. However, having both DMed and played with similar examples (rhino hide, glove of storing, etc.) I think the best option is to let the rules stand. For one thing both enemies and allies should have access to these powerful items. But more importantly, there is no reason why a good DM would not try and make a controlled market for these especially powerful items. This would mean that gloves of storing, rhino hide, and all other very powerful magical items are extremely hard to find and are tightly controlled. One of my DMs does this for the entire school of divination magic. The elves control all divination and divining magical items. Thus if anyone delves into that realm that person mysteriously disappears, or suddenly goes insane, or some other such business. So, if you are of the opinion that any specific item is too powerful, incorporate that into the game, rather than making out of game rulings. If you think the gloves are too powerful, then have a group of clerics who all wear these gloves and kidnap, kill, (whatever) anyone else who finds one. And if the PCs should try and actually make one, then a whole campaign has opened up where the clerics are after them. Along these same lines, you could also require a research requirement for all magical items. According to the above example, if the PCs wanted to make the glove, they have to somehow get the (much coveted) information from the group of clerics. When you think about this, everything balances out because now that the PCs have a the glove, they are fighting people who also have the glove - playing field is even. Guess the moral is, from my experience, players hate it when the DM says you can't do this with the qualification that what they can't do is clearly defined in the rules, and it is just that the DM thinks that the rules allow the PCs to be too powerful. I find that it is much batter just to compensate for the shift in power in game terms - (and that doesn't mean then screwing over the PCs). [/QUOTE]
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